Thanks! It was actually pretty easy to do with an Area3D. I didn’t realize until I was making this that they can apply localized gravitational forces. That’s how I did it, a cylinder of gravity towards the collection trigger.
Moved to @QueenOfSquiggles@lemmy.blahaj.zone
Thanks! It was actually pretty easy to do with an Area3D. I didn’t realize until I was making this that they can apply localized gravitational forces. That’s how I did it, a cylinder of gravity towards the collection trigger.
Do you mind if I share a link to here for my followers in the microblogging space? This is the only Godot community I can access from Jerboa so I’d enjoy a bit more traction here
You’re very welcome! When I used Unity I used Scriptable Objects for everything. So when I moved to Godot that was one of the first things I looked for. Best of luck on your journey!
I’m glad I could help out! If you wanna check out more of Godot’s awesome features the official docs are really great! It has gdscript and C# examples all over so it’s really helpful
I’d highly recommend trying Godot 4 Mono then, which uses dotnet 6 (they’re slowly working on 7 support too). A lot of community resources say C# is bad for Godot but in my experience it’s super great. Especially since you can set up some csproj files for compiling independent chunks of your code, which is really helpful on bigger projects
Well I’ll join in so long as this thread exists (I am expecting self promo to be less aggressively harassed on Lemmy compared to Reddit)
Sorry to make it so long, I wanna try to share what I’m making as well as who I am and what I do.
I’m a primary hobby dev, trying to make a couple bucks from my games but not really living off them. I’ve primarily been making little horror games since they are really fun for me and horror is a very comforting genre.
Now I’m letting myself be “basic” and making a cutesy Magical Farming/Ranching game in the style of Slime Rancher, but with some various farm sim and RPG influences. I’m making it in Godot with C#.
I do all of my games as open source projects under the GPL 3 license (copy-alike license). I see it as a way to give back to the internet which is largely responsible for teaching me how to code and also letting people smart enough to compile it themselves to have my games for free if they so choose. I’ve also had some pull requests for different improvements on some of my stuff which was unexpected but super cool.
One of the intentional design features of the farm game is being very data driven. I’m setting the game up for translation keys and many of the features are using custom resources (Godot’s Scriptable Object equivalent). I’m using Godot’s patch loading feature to allow loading mods fairly easily. So all one needs to do to make a mod is write a few files, which in Godot is super easy to do.
I don’t really have any pics yet since the game is way super alpha stages. I’m still getting some features working properly and there’s a lot to do before it’ll be done. Hoping I can publish on steam but otherwise all my games usually go on Itch.io.
Hey thanks for making the community! I’m mostly a hobby game dev (it’s just like indie but I’m not paid). I really enjoy making stuff in Godot with C# but I also enjoy exploring other tech stacks for game dev.
I’m fairly certain it isn’t, at least in the core engine. The dev team works really hard to make sure every feature going into core is:
Things like eye tracking are more likely to be done in add-ons, GDExtension, and the like. You’d have better luck looking for an addon or C++ library that could get integrated